I want to talk about a topic that I think would be a great benefit to game design. This topic would be the concept of "Essence."
Before I define Essence, I'd like to propose a thought experiment. What are you sitting on right now? A chair maybe? Let's assume that this chair has 4 legs, a seat, and a back. It's guaranteed to be a chair, no questions asked. Now let's assume you're sitting on a couch. What is your couch made up of? Well it's got 4 legs usually, maybe 6 if you need support in the middle, or maybe 8. It's got a frame to support cushions; all couches have that. And then it has 2 or 3 cushions to sit on with possibly a matching number of cushions on the back to lean on. Now if we define a chair as something with 4 legs, a back, and a seat, then what do we define a couch as? It can have a varying number of cushions, legs, and places to sit, but we know a couch when we see one, right? So how can we definitively say that something is a couch? What if the couch has 4 legs and only seats one person. Is it now a chair? This concept of properties is one which philosophy calls "Essence". Properties essential to make an object what it is are the essence of that object, and properties that are non-essential are referred to as "Accident" properties.
So how does Essence relate to game design? Well, let's talk about a game; any game really. Let's say we have a game; Generic FPS 101. In this game, you shoot aliens and conquer worlds in the name of humanity. Pretty typical right? The game has a first person view, and a wide assortment of space guns to choose from. The point-of-view, alien-shooting, and world conquering are pretty essential to the game's identity. But what if Generic FPS 101 wasn't actually in first person view but was instead in third person view? What the game is, is entirely different from what the game should be. It no longer has the essence of being Generic FPS 101, and now has the essence of being Generic TPS 101.
This however, is an extreme change from the advertising. Normally, most games won't stray from what they advertise. An FPS will be an FPS, a fighting game will be a fighting game, a racer will be a racer etc. This problem comes into play more so in finite game mechanics rather than broad overarching mechanics. What if, in Generic FPS 101, your wide assortment of space guns gets narrowed down to only 1 or 2? What then? The game is obviously still the same game, it just seems to be missing something. One of these mechanics, which may be integral to making a game fun, might be unnecessary to make the game what it is.
Now if we switch the focus to fighting games, let's take a common character from Super Smash Bros., Link. He has a sword, bombs, arrows, and a boomerang. He's slow and heavily revolves around forcing your opponent to run into your giant sword swings. What of this is the essence of his design?
Since the first Super Smash Bros., that has been his design. He has a low potential for combos and a strong emphasis on zoning. When taking into account that he is slow, tanky, and his projectiles are strong, you can assume that any weaknesses he does have (a lot), can be attributed to his other attributes. So what attributes are his weaknesses?
Well, he has a large amount of ending and starting lag on nearly all of his moves. If he misses with an attack, there's a large window to punish him. To give an example, missing with Link's grab (the hookshot) can get him Warlock punched.
Now the real question is why am I talking about this? The reason is simple; every character has traits that are defined by it’s essence, giving it strengths and weaknesses. When nerfing and buffing these traits, you can lose a character's identity by removing weaknesses and adding strengths.
If Link suddenly became capable of moving fast, he loses his identity as a tank. If he is able to throw out low lag moves, he loses his identity as an imprecise zoning character and is now capable of pressuring his opponents with large, low lag moves. If he is capable of long combos, he is no longer the same zoning character he should be and is now capable of absurd damage output with little weakness.
So not to beat around the bush here; this article is partially inspired by the Smash mod, Project M. It’s a game that’s been designed and developed by Smash players. The unfortunate problem here is that the players of the game give odd mechanics to incorrect characters. There are many examples of flawed design in Project M, but I’m going to go through a couple of them.
In Project M:
Zelda’s Up B (Farore’s Wind) is completely lagless at the end making her capable of absurd movement. She is not a character that should be moving a lot. Her kit and Melee/Brawl playstyle is about forcing players into her strong attacks. The low lag move creates a play style that is centralized on movement rather than on precise space control.
Ganondorf has a low lag command grab. Ganondorf’s side special, a command grab, centralizes his gameplay around it. It allows him to tech chase, move quickly, and combo. Ganondorf is all about big powerful hitboxes. He kills you in 4 hits. That’s his style. The command grab is actually good for the kit, but quick combos are not. The command grab focuses his game on getting long tech chases rather than quick, huge damage.
Ike is a character similar to Ganondorf. In Brawl, he has big sweeping hitboxes that KO early with little combo potential. Ike in Project M has the capability to jump out of his side special. This means he can dash across the stage quickly and allows him combos on hits that shouldn’t necessarily connect to anything. Giving him speed and long-ish combos make him less focused around spacing his giant sword and more focused on watching when the opponent enters his dash range.
Most of the problems I emphasized are giving attributes to characters that shouldn’t have them. Oftentimes, it’s speed to a slow character, combos to high damage characters, or low lag to a high priority character.
This is a big problem with Project M; the idea of removing a character’s weaknesses to compensate for their strengths not being strong enough. What doesn’t seem to happen is the consideration for counterplay. A character’s strengths and weaknesses make up its identity. This identity creates desirable play and counterplay styles which encourages a healthy metagame to develop.
I’m going to switch to another game, League of Legends. Riot Games, whether you like them or not, is incredibly good at identifying the essence of a Champion(character) and nerfing their accidental strengths and buffing their essential weaknesses.
I can find countless articles from League of Legends designers talking about the core identity of a champion. “Core Identity†is simply another term for “Essence.†Whenever Riot changes a champion’s stats, they either try to buff the identity or nerf unnecessary strength.
Here are some examples:
Hecarim, the centaur/horse themed champion, who is based around running fast, has been fairly underwhelming recently. He was given a buff to his damage when he builds bonus movement speed.
Master Yi is a samurai-esque, speedy, high damage, sword swinging assassin. However, the common build on him was stacking up Ability Power, making him do more magic damage and be a sustaining mage. This is fairly un-swordsman-like, so he received a large change where it removed his capability to build up his magic damage, but also buffed up his sword swinging capabilities, and his assassin capabilities, so he could hit stuff with physical damage and run around nuking people.
These are just a few examples of good gameplay identites versus a few misplaced identities in Project M.
Removing weaknesses removes counterplay to that character. This makes a character largely unfun to play against and enforces a character as not having a solid identity, but just being good at everything. However, the main point to think about is when a character's weaknesses are large, the character needs large bonuses to compensate.
Simply put, in order to create a satisfying character, a designer needs to consider what traits are essential to them and design around them, making sure not to allow that character to stray too far into the accident.